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Found 208 results

  1. Hello everyone, I want to present you my game, "Flappy Wings". Gameplay preview on youtube: Play the game online now: Available on google play store: More games available on my website: This game is available for licensing.. If you are interested, please contact me via email! ; -) Best regards, Kyriakos
  2. Hi everyone, I have an issue with texture compression on iOS device : here is the problem : on my PC : on my iPad : the material : { "customType" : "BABYLON.PBRMaterial", "directIntensity" : 1, "emissiveIntensity" : 1, "environmentIntensity" : 0.9, "specularIntensity" : 1, "cameraExposure" : 1, "cameraContrast" : 2, "microSurface" : 0.5, "overloadedShadowIntensity" : 1, "overloadedShadeIntensity" : 1, "overloadedAmbientIntensity" : 0, "overloadedAlbedoIntensity" : 0, "overloadedReflectivityIntensity" : 0, "overloadedEmissiveIntensity" : 0, "overloadedAmbient" : [ 0, 0, 0 ], "overloadedAlbedo" : [ 0, 0, 0 ], "overloadedReflectivity" : [ 0, 0, 0 ], "overloadedEmissive" : [ 0, 0, 0 ], "overloadedReflection" : [ 0, 0, 0 ], "overloadedMicroSurface" : 0, "overloadedMicroSurfaceIntensity" : 0, "overloadedReflectionIntensity" : 0, "albedoTexture" : null, "ambientTexture" : null, "opacityTexture" : null, "reflectionTexture" : null, "emissiveTexture" : null, "reflectivityTexture" : null, "bumpTexture" : null, "lightmapTexture" : { "name" : "CleanedUp_BedroomLightmap-3_comp_light.png", "level" : 1, "hasAlpha" : false, "getAlphaFromRGB" : false, "coordinatesMode" : 0, "isCube" : false, "uOffset" : 0, "vOffset" : 0, "uScale" : 1.002394, "vScale" : 1.002394, "uAng" : 0, "vAng" : 0, "wAng" : 0, "wrapU" : 1, "wrapV" : 1, "coordinatesIndex" : 1, "isRenderTarget" : false, "renderTargetSize" : 0, "mirrorPlane" : null, "renderList" : null, "animations" : null, "extensions" : null }, "useLightmapAsShadowmap" : true, "refractionTexture" : null, "ambient" : [ 1, 1, 1 ], "albedo" : [ 1, 1, 1, 1 ], "reflectivity" : [ 0, 0, 0 ], "reflection" : [ 0, 0, 0 ], "emissive" : [ 0, 0, 0, 1 ], "roughness" : 1, "useRoughnessFromMetallicTextureAlpha" : false, "useRoughnessFromMetallicTextureGreen" : false, "useAlphaFromAlbedoTexture" : false, "useEmissiveAsIllumination" : true, "useMicroSurfaceFromReflectivityMapAlpha" : false, "useSpecularOverAlpha" : true, "useRadianceOverAlpha" : true, "indexOfRefraction" : 0, "invertRefractionY" : false, "emissiveFresnelParameters" : null, "opacityFresnelParameters" : null, "disableLighting" : false, "name" : "MUR", "id" : "39e75ac7-f7b5-4d06-98a0-50fb26b52378", "backFaceCulling" : true, "wireframe" : false, "alpha" : 1, "alphaMode" : 2 } the lightmap texture : I tried to compress with pvr format, to merge lightmaps with a white layer and use it as png, or jpg, and in albedo channel but nothing worked, any advices?
  3. I've successfully cloned a mesh and its skeleton with this code: this.mesh = Assets.avatar.clone(JSON.idx); this.mesh.skeleton = Assets.avatar.skeleton.clone(JSON.idx); I then run an animation like this: this.mesh.skeleton.beginAnimation("Idle",true,1); This works well on Windows browsers. I can have 10 people moving about with their own separate animations. Some running, some walking and some idle. However, this doesn't work on iPhone and iPad. If I animate one of the meshes then all of them will activate the same animation. If one is running then ALL of them will be running. Its as if they are all referencing the same animation. Does anyone know how I can get this to work on iPhone?
  4. Hi everyone, I'm Jak. I has been working with game developers for several years. I have written music in many styles for a wide range of games: Arcade, Action, Adventure, Casual, Puzzle, 8bit/chiptune. I also created songs for video presentation for your video. You can hire me through this Otherwise you can check out my Royalty Free Music here. How does Royalty Free work? It's easy. You just buy them for one time and then you can use them for all of your commercial project without any additional fee. Here is my portfolio PS. If you're not comfortable with hiring me through a platform, you can directly message me or email me here and we'll figure out the best way to work together I'm really excited to work with you guys Thanks JAK
  5. Hi everybody, To thank the users of this forum who helped me a lot, i put my template available to help new beginners or someone else. This template offers : correct scaling without stretching effect portrait mode (for landscape mode you must invert width and height) works with cocoon in webview+ and canvas+ mode (deviceready implemented) upload the file in and run it. simple example with prototype and inheritance use the states (i personnaly put all the states in a single file but you can quite put them in separate files, it's necessary to inform them in index.html eg: <script src="src/otherfile.js"></script> This template is based on : and how to adjust the scale is based on: Now my template for the beginners , index.html <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>example_test_scale</title> <link rel="shortcut icon" href="favicon.png" type="image/x-icon" /> <style> body { margin: auto; display: table; position: absolute; border:0px; top: 0px; left: 0px; padding: 0; margin: 0; background: #ffff00 } </style> <!--necessary for cocoon.js--> <script src="cordova.js"></script> <script src="src/phaser.js"></script> <script src="src/main.js"></script> </head> <body> </body> <script> document.addEventListener("deviceready", function() { setTimeout(function() { navigator.splashscreen.hide(); }, 5000, false); }); (function() { //start with a game with these resolution : 1280-1920 // personnaly i find it offers the best graphics for all devices but may slow some devices. // after put a safe zone //1280+200 > 1480 //1920 +350 > 2270 (350 is 200*1.5 > ratio from 1920/1280) var safe_zone_width=1480 var safe_zone_height=2270 var w = window.innerWidth ;//* pixelRatio, var h = window.innerHeight ;//* pixelRatio; var lw, lh; if ( h > w ) { lw = h; lh = w; } else { lw = w; lh = h; } var aspect_ratio_device = lw/lh; var aspect_ratio_safe_zone = safe_zone_height / safe_zone_width; var extra_height = 0, extra_width = 0; if (aspect_ratio_safe_zone < aspect_ratio_device) { // have to add game pixels horizontally in order to fill the device screen extra_height = aspect_ratio_device * safe_zone_width - safe_zone_height; } else { // have to add game pixels vertically extra_width = safe_zone_height / aspect_ratio_device - safe_zone_width; } game = new Phaser.Game( safe_zone_width + extra_width, safe_zone_height + extra_height, Phaser.CANVAS, 'game'); game.state.add('boot', boot); game.state.add('preloader', preloader); game.state.add('the_game', the_game); game.state.add('next_screen', next_screen); game.state.start('boot'); })(); </script> </html> my main.js //initialize variables here var test="1...2...3" var text="hello from sprite" //example of prototype => a simple sprite _sprite = function(game,posx,posy,picture){ this.picture=picture this.posx=posx this.posy=posy //call the class sprite from Phaser,game,this.posx,this.posy,this.picture) this.anchor.setTo(.5,.5) game.add.existing(this) } _sprite.prototype=Object.create(Phaser.Sprite.prototype) // say hello from sprite _sprite.prototype.say_hello=function(){ alert(text) } //use another prototype but with the previous parameter from _sprite, it's inheritance _super_sprite=function(game,posx,posy,picture,super_power){ //call the first prototype,game,posx,posy,picture) this.super_power=super_power this.scale.setTo(2,2) } _super_sprite.prototype=Object.create(_sprite.prototype) // add a new characteritic to this prototype _super_sprite.prototype.show_super_power=function(){ alert(this.super_power) } var boot = { preload: function() { }, create: function() { //to scale the game = Phaser.ScaleManager.SHOW_ALL; = true; = true; //red color to see the background of the game itself // you must change the background in the index.html to have the same color in the background game // > change the yellow in red it's only to see how the game is scalling = '#ff4000''preloader'); }, }; var preloader = { preload: function() { this.load.image('green_circle', 'img/green_circle.png'); this.load.image('white_circle', 'img/white_circle.png'); }, create: function() {'the_game'); //do not use arrow function like this var some_function=()=>{alert(test)} //it works on webview+ mode but not on canvas mode var some_function=function(){ alert(test) } some_function() } }; var the_game = { create: function(){ //to center an object in your game use this: this.green_circle = this.add.sprite(,,'green_circle') this.green_circle.anchor.setTo(.5,.5),function(){'next_screen')},this); //use prototype => sprite with white_circle this.white_circle=new _sprite(game,,1800,'white_circle'),function(){this.white_circle.say_hello()},this); //use another prototype with inheritance this.super_white_circle=new _super_sprite(game,,1500,'white_circle','i am superman'),function(){this.super_white_circle.show_super_power()},this);,function(){this.super_white_circle.say_hello()},this); }, }; //for the next screen => next state, the green_circle move to top and alpha is minder var next_screen = { create: function(){ console.log("next") this.green_circle = this.add.sprite(,300,'green_circle') this.green_circle.anchor.setTo(.5,.5) this.green_circle.alpha=.5 }, }; And finally you could download all the template below( To launch the app, go to template/www/index.html or upload the file in and run it. Enjoy ! ps : an interesting link to review the basis from javascript in 5 minutes >
  6. I'm currently working on a game with more than 32x32=1024 sprites on the screen at the same time with animation and everything runs 60fps. (iPhone 6 and iPad 4th Gen) But when I introduce 2 bitmaptext objects for score and level, fps drops to 15fps. Even showing fps in render function using game.debug.text has impact on performance and I have to draw a horizontal progress bar for fps instead of text. Is there a way to improve the performance with bitmapTexts?
  7. Phaser/Cordova/Webpack(ES6)

    I created a quickstart application that I hope would be useful to some of you. It is a Phaser 2.8.8 quick start application that incorporates Webpack (ES6), and Cordova. It supports iOS and Android out of the box, along with all default Phaser supported web browsers. The code is on Github and is licensed under Apache V2. Enjoy!
  8. Video playback on ios devices.

    The video plays for few seconds and freezes with the audio on ios devices. Is there any workaround for this? If someone can help me with this it will be appreciated.
  9. Using Cocoon with Phaser

    I've just made my first builds using Cocoon by Ludei. I've used Phaser/javascript to make the app. I started making some notes to aid me in the future as I don't make many app build builds and I'll have forgotten by the next time I do. I decided to put it here as it may help others. There isn't anything here that isn't available on Cocoon's docs, forums, and a few other places on the web but they are snippets that I wish had been in big red letters when I was working through it. Follow Cocoon's docs. What's written here is essentially the solutions/extra clarity to each sticking point I had. Include this line between the head tags of your index.html. (Code taken from Cocoon's docs) <script src="cordova.js"></script> include this in your body tags. <script type="text/javascript"> document.addEventListener('deviceready', function() console.log("Cordova is initialized and ready!"); }, false); </script> I start my game using the following code in index.html. I tried using the anonymous function as shown in a Phaser Cocoon template but this caused subtle changes to my game. I could not find what the cause was as it seemed utterly unconnected and, although I presume it must be to do with scope, impacted things that were scoped only to a single state. Essentially a Phaser group was no longer updating its children as it was expected to. Be sure to check your game carefully using the developer build as these new bugs can be subtle. I used the following. Uncommenting the first and last lines as in the template still seems to work but introduces those subtle bugs. <script type="text/javascript"> //(function(){ var game = new Phaser.Game(2048, 1536, Phaser.AUTO, 'game'); game.state.add('Boot', BasicGame.Boot); game.state.add('Preloader', BasicGame.Preloader); game.state.add('Game', BasicGame.Game); game.state.add('OtherState', BasicGame.OtherState); game.state.start('Boot'); //})(); </script> Create file structure of js assets src css index.html Zip these files *not* the folder they are in. See zip gotcha below. The bundle id you use in the cocoon builder must not have uppercase letters even though you may have already created a bundleid with apple that you cannot change. Fortunately, if you were stupid enough (me) to have done this a long time ago, it does not seem to matter that they do not match, Apparently Apple, at least, is case insensitive for bundle ids. FOr iOS, if you wish to test the resulting ipa on a device, build it using a development certificate and an adhoc provisioning profile. (Not a development provisioning profile/ensure your devices are added to your dev account before generating the provisioning profile). Just copy the ipa to iTunes and then to the device. Quirks that may be resolved in future updates: The zip file that you create of your project won't work if you use the the native Windows 'send to archive' using winrar results in a zip that does work. The help links accompanying each section are very useful. A minority, however, open in the current window so losing any changes you've made. Best to 'open as new window' just in case. Conclusions I have to say, the service was very good. Aside from the few issues mentioned above it went very smoothly. Uploading a single icon and having the service sort it into the myriad that Apple demands was a bonus time saver. For me, it was a much nicer process than when I used xcode and cordova alone. I've used the free service with a very small app (less than 5mb). I've had to use the webview+ as one section of my app uses the DOM but the performance is still very good. My app has a lot of sprites on screen but they don't update much. Only the zip issue was nearly a showstopper. Whether this is an issue with Microsoft's archiver or Cocoon's reading of the zip I don't know but it was the only problem I found that really needs to be addressed with urgency. The value of Cocoon's service will vary for you, but I'll definitely be considering the paid for version when I'm ready for its extra features.
  10. Hi guys, I just wanted to show you my latest Phaser app, Pop Pop Bubble Wrap (I know it's simple but I just wanted to get back on track, I haven't coded a Phaser app since the end of 2015). Pop Pop Bubble Wrap is an infinite bubble wrapping popping simulator designed to reduce one' stress and anxiety. You can find it here: iOS: Google Play: Website: #indiedev #indiegame #gamedev #roninmobile Let me know what you think! Regards!
  11. ERMO - An Ethereal Puzzle Game

    Hello, I'm developing a relaxing puzzle game, featured by a pleasant aesthetics. SCREENSHOTS You can read more about ERMO on the announcement post. DOWNLOAD Actually, ERMO is in beta status, and you can download it from Google Play | Windows Store | Apple Store. WEB VERSION You can play a mini web version on the Game Page. FOLLOW US Send us any commend and advice. Help us to make a better game. Facebook | Twitter | Web
  12. Hello everyone, Dot Snap return with new mission: The Battle Gameplay preview on youtube: Play the game online now: Available on google play store: More games available on my website: This game is available for licensing.. If you are interested, please contact me via email! ; -) Best regards, Kyriakos
  13. Hello everyone, I want to present you my game, "Dot Snap". Gameplay preview on youtube: Play the game online now: Available on google play store: More games available on my website: This game is available for licensing.. If you are interested, please contact me via email! ; -) Best regards, Kyriakos
  14. PBR demo

    Hi, is this demo updated to new PBR system? As it have issues on iOS devices and I have similar issues with DDS file in my project on iOS devices. Thanks
  15. I'm developing a simple game application using BabylonJS engine where I want to move the body parts of a human 3D avatar by using UI controllers. The application runs smoothly on the computer. Then I created an IOS application using phonegap and tried to run it on an Ipad. But it is really slow when it run on the mobile environment. Is there any mechanism to optimize the game to support the mobile environment other than reducing the quality of the 3D model.
  16. Hey, I have some videos I need manual control over. For non iOS devices, they're working fine. But with iOS devices the videos all automatically play simultaneously on user interaction (which is touch unlocking them). Is there a clean way to flag off autoplay on touch unlocking? Cheers
  17. Hi, I try to use Multitexture, but I get this log in IOS (Iphone 6) [Warning] setTexturePriority: Image "sAdivinhaAi" was given textureIndex=0 because there is no available texture space (0). (phaser-no-physics.min.js, line 3); [Warning] setTexturePriority: Image "sKeyboard" was given textureIndex=0 because there is no available texture space (-2048). (phaser-no-physics.min.js, line 3); And some textures get framed, taken from another BitmapFont Thansk, preload() { game.load.atlasJSONHash('sAdivinhaAi','sAdivinhaAi.png', 'sAdivinhaAi.json'); game.load.atlasJSONHash('sKeyboard', 'keyboard.png', 'keyboard.json'); // Fontss game.load.bitmapFont('Open', 'fonts/Open.png', 'fonts/Open.fnt'); } create() { var enabled = game.renderer.setTexturePriority(['sAdivinhaAi', 'sKeyboard']); if (enabled) {'Open').base.textureIndex = enabled.length + 1; } }
  18. Sound problem IOS (Ipad)

    Hi all: I'm new in community. I have been searching these great forums for a solution for days, but i had no luck. I'm developing a game with phaser (2.6.2) and all has been working until testing on ipad. I have no sounds at all, but all seems to be working ok. Sounds are working in all platforms except IOS (9.5.4). I have tested with a button on my game but it doesn't sound. It seems to be "running" but like muted... I have compiled game with phonegap and again, sound works in Android but not in IOS. All Audio Examples in don't work either. I have test it with mp3 file, m4a file, different bitrates but nothing works. I have been looking for a solution for days, but no one is working for me. I load sound in preload state function:'music_main_menu', ["assets/audio/m4a/menu_main.m4a", "assets/audio/ogg/menu_main.ogg"] this.sound ="music_main_menu"); and then, create a button in create function: button = game.add.button( + 350, + 150, 'btn_test_audio', this.actionOnClick, this, 2, 1, 0); Then, i have this in action click function:"",0,1,true); After loading it, that is what i see with game.sound.debugInfo on render (time is running): I'm debuuging Ipad remotely with Safari and there is no errors in console, and it is loading m4a file. Please, someone has lead with a similar problem and could help me? Thanks in advance.
  19. low fps on iphone 6plus

    pixi.js is doing amazingly well for us on all our android and ios devices except iphone 6 plus. First discovered in our own game, later on we found that it can be successfully reproduced using On most devices, it can keep 60 fps at even 50k bunnies, which is impressive. However, iphone 6 plus seems to be an exception. FPS drops to around 30 with just 3k bunnies, and close to zero with 10k. Anyone has any clue on what's special with iphone 6 plus?
  20. Fluffy Bounce - A unicorn tale

    Hi, your job in fluffy bounce is to save all sweets from falling down. To do so, just move the unicorn to the corresponding point, so that tha sweet can bounce back up. The game was made with HTML5 and compiled to android and ios using Ludei's CocoonIO. Download The game is available for iOS and Android so far. Download it for free below. iTunes: Google Play: HTML5: Promo Video
  21. Sweet Candy Slide

    Hi! Yesterday my new game Sweet Candy Slide was released. It's made with HTML5 and compiled to Android and iOS using Ludei's CocoonIO. Your job is to collect the sweets coming down from the slide into the accurate basket. You can change the basket by tapping the screen. Any feedback is appreciated! Download Please find the download links below. It's free iTunes: Google Play:
  22. Browser UI problem on iOS Safari

    Hello, I'm working on a game with Phaser v2.4.6. When I run my game on iOS Safari, UI overlaps game screen.(See the screenshot. And it's totally OK on Android) Is there a way to solve this problem? Here are my settings for the game. Meta tags of html file: <meta charset="utf-8" /> <meta http-equiv="X-UA-Compatible" content="chrome=1, IE=9"> <meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0 minimal-ui shrink-to-fit=no" /> <meta name="apple-mobile-web-app-capable" content="yes"> <meta name="apple-mobile-web-app-status-bar-style" content="black" /> <meta name="HandheldFriendly" content="true" /> <meta name="full-screen" content="yes"> <meta name="screen-orientation" content="portrait"> <meta name="renderer" content="webkit"> <meta name="force-rendering" content="webkit"> <meta name="format-detection" content="telephone=no"> CSS file: body { background: black; margin: 0px 0px 1px 0px; padding: 0; overflow: hidden; } Initializing Code = true; = true; = Phaser.ScaleManager.USER_SCALE;, 180);, 860); var xRatio: number = window.innerWidth / 1280; var yRatio: number = window.innerHeight / 720; if ((window.innerWidth / window.innerHeight) >= (1280 / 720)) {, yRatio); } else {, xRatio); } Thank you for your help in advance
  23. Hello, I have seen some games on Android Play Store that are like 3 or 4MB in size with good performance and others are over 40MB with almost the same amount of graphics contents. Can anyone point me to resource(s) where I can learn about packaging tools and comparisons. I think I need to learn that stuff before planning and starting a project. What do you use yourself for mobile phones? Thanks
  24. Hi everyone, We made a simple runner demo with Phaser that works as a base for all our future projects. We are using node modules to make our development easier. We shared it on github so more people can use it and learn from it: You can try it here: It works great on every device we tested but some people reported that it is running slow on Ipad mini 1gen. We don't have that platform to test so it is hard for us to know how to improve it. Can someone give us tips on how we can improve performance for this demo on that platform? Thanks!